This post makes it seem like some of the cumbersome process will be so slimmed down that trains will be almost natural, instead of only being used when absolutely crucial. I love the bit about not having to add refueling to every stop, which I always did just to be safe! But that meant everywhere trains were going, logistics bots were flying all the way to carry fuel, and then might as well have just grabbed the item and brought it back anyway. This way, I can save time on trains, bots, and all logistics in general
But my very first thought after that was already stated in the post above:
This seems crucial to me as well, so we don't have trains at their furthest point take a huge detour back to the refueling station. Yes, we could build a few refueling stations around the world but seems best to have a central one near all your drop offs and if a player can't ensure that trains will be refueled efficiently then we might as well stick with the old system.svalorzen wrote: ↑Fri Dec 15, 2023 1:25 pm Very cool! Something not mentioned that I think would really be an additional improvement on top of interrupts would be the ability to temporarily disable interrupts, or fully disable interrupts and only check them at specific points in a schedule.
For example, if you know that the refueling station is in a certain location, you may not want the train to check the fuel during some parts of its schedule which are particularly far away from it, since it would need to travel a lot to get there, and to get back again, wasting time and occupying the tracks more than necessary.
Also this:
Assuming that the interrupts have the same pseudocode system and logic the trigger should be able to have AND and OR logic (can't recall the others) in their conditionals. To me this seems obvious and essential as well. I suppose you could always fall back on circuit network but for me as a circuit newb I almost never use circuits and if a problem is so complex that circuits are required and I don't instantly know how to fix it then I just find a workaround. I've tried a few times to learn but never really enjoyed just reading the forums and none of my friends play this kind of game so I'm content to just ignore that part of the game for the most part. I think they mentioned somewhere before that circuits will be actually required in the expansion at some part however (in a very small way) but with no workaround at that might be interesting and make me learn a bit more but I could also see just searching up the solution and spamming it all over my base.Justderpingalong wrote: ↑Fri Dec 15, 2023 1:40 pm So I guess my question boils down to: Can I somehow make sure that when a train goes to pick up an item, it will be able to drop this item off somewhere?
Anyway now I'm rambling, great post and hope the above two issues are a no-brainer with the new train logic.